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Old 02-04-2025, 11:09 PM   #1
Michael Thayne
 
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Default [Dungeon Fantasy] The Artisan

I've been mulling this concept over for awhile, and finally came up with a version I like pretty well:
Artisan
62 Points

You're a skilled craftsman, likely working for a successful delver with a lot of money to spend on top-notch gear. For delvers in such a position, bringing crafting functions "in house" can be a money-saver! In the dungeon, you help your boss by identifying loot that falls within your area of expertise.

Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Damage1d-2/1d; BL20lbs.; HP 10[0]; Will 11 [0]; Per 5 [5]; FP 11 [0]; Basic Speed 5.00 [-5]; Basic Move 5 [0].
Advantages: 25 points chosen from among ST +1 or +2 [10/level], IQ +1 [20], DX +1
[20], HT +1 or +2 [10/level], HP +1 to +3 [2/level], Will +1 to +4 [5/level], Per +1 to +4 [5/level], Equipment Bond (any) [1/item], Fashion Sense [5], High Manual Dexterity 1-4 [5/level], Luck [15], Resistant to Poison (+3) [5], Signature Gear [varies], Temperature Tolerance 1 or 2 [1/level], Versatile [5] • Optionally, spend up to 15 points raising your primary Talent (see below).
Disadvantages: -25 points chosen from among Appearance (Unattractive or Ugly) [-4 or -8], Bad Sight (Mitigator, Corrective Spectacles, -60%) [-10], Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Easy to Read [-10], Greed [-15*], Gullibility [-10*], Impulsiveness [-10*], Overconfidence [-5*], Jealousy [-10], Post-Combat Shakes [-5*], Sense of Duty (Adventuring companions) [-5], Skinny [-5], Stubbornness [-5], Truthfulness [-5*], or Wealth (Struggling or Poor) [-10 or -15].
Talent and Primary Skills: Select one of the 13-point packages of traits below:
  • Artist: Gifted Artist 1 [5] • One of Leatherworking or Sewing, both (E) DX+3 [4]-13; or Artist (any) or Jeweler, both (H) IQ+1 [4]-12. • Spend 4 points to improve the previous skill by a level, or take a second primary skill choice, or take two additional primary skill choices one level lower.
  • Town Artificer: Dungeon Artificer 1 [5]; Either Alchemy (VH) IQ [4]-11 or Armoury (Body Armor, Melee Weapons, or Missile Weapons) (A) IQ+2 [4]-13 • Spend 4 points to improve the previous skill by a level, or take a second primary skill choice, or take two additional primary skill choices one level lower.
Secondary Skills: Four of Brawling, Crossbow, Fast-Draw (any), Knife, Shield, Shield (Buckler), Thrown Weapon (any), or Wrestling, all (E) DX+1 [2]-11; or Axe/Mace, Broadsword, Shortsword, Spear, Staff, Throwing, Two-Handed Axe/Mace, and Wrestling all (A) DX [2]-10; Sling (H) DX-1 [2]-9; or spend 2 points to raise of of these skills by a level. • Five of Architecture, Cartography, Connoisseur (any), Disguise, Hazardous Materials (Magical), Heraldry, Lockpicking, Merchant, Prospecting, Research, Smith, Teaching, Traps, or Writing, all (A) IQ [2]-11; Counterfeiting or Forgery, both (H) IQ-1 [2]-10; or append 2 points to raise one of these skills by a level.
Background Skills: Six of Forced Entry (E) DX [1]-10; Climbing or Stealth, both (A) DX-1 [1]-9; Gesture or Savoir-Faire (High Society), both (E) IQ [1]-11; Streetwise or Teamster, both (A) IQ-1 [1]-10; Scrounging (E) Per [1]-11; Observation or Survival (any), both (A) Per-1 [1]-10; Carousing (E) HT [1]-10; Hiking (A) HT-1 [1]-9; or spend 1 point to buy any primary skill choice 2 levels lower; or spend 1 point to buy any secondary skill choice 1 level lower.

Customization Notes
Customization depends on whether you focus on art (Gifted Artist) or artifice (Dungeon Artificer). Jeweler is probably the most in-demand skill for artists, since it can be used to work on power items for spell-casters. However, a Swashbuckler with Sharp-Dressed and/or Superstylin' (Swashbucklers pp. 23-24) might benefit from a from a tailor with both Leatherworking and Sewing. Smiths, meanwhile, tend to learn Armoury (Body Armor) and Armoury (Melee Weapons). Whatever your focus, Equipment Bond, High Manual Dexterity, Luck, Signature Gear, and Versatile, are all extremely helpful for minimizing the risk that a failed roll will waste expensive raw materials or damage the existing gear your boss wants modified.
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Old 02-05-2025, 08:35 AM   #2
Donny Brook
 
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Default Re: [Dungeon Fantasy] The Artisan

Does it have to be a human? I think it would be handier if it could be a ghost.
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Old 02-06-2025, 12:27 PM   #3
Michael Thayne
 
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Default Re: [Dungeon Fantasy] The Artisan

Quote:
Originally Posted by Donny Brook View Post
Does it have to be a human? I think it would be handier if it could be a ghost.
Well, funnily enough I did once create a template geared towards ghost allies in Dungeon Fantasy. Though unless you're just having it identify valuable gear, you'd need to pay additional points to have it able to materialize at no FP cost.

(Unless there's some joke here I'm not getting.)
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